Projects that need to extend and customize the rendering pipeline.
2D and 3D projects.
Projects that need photorealism and high-fidelity rendering on high-end platforms3D projects
Projects that need rendering scalability across all platforms.2D and 3D projects.
Platform support Supports all Unity-supported platformsFocuses on efficiency on tile-based deferred rendering (TBDR) platforms, and untethered VR platforms
Supports desktop, Xbox and PlayStation platformsFocuses on efficiently using advanced GPU hardware capabilities such as async compute shaders, and ray tracing if the hardware supports it.
Supports all Unity-supported platforms Source code access Mostly C#Public access to the URP source code on GitHub. You can also create a custom pipeline using URP as a base
Easier to read, change, and extend the source code than the Built-In Render Pipeline
Mostly C#Public access to the HDRP source code on GitHub. You can also create a custom pipeline using HDRP as a base
Easier to read, change, and extend the source code than the Built-In Render Pipeline
Mostly C++Private access by purchasing source code access
Pipeline extension The API and injection points the pipeline provides, or you can modify the publicly available source codeEasier to extend than the Built-In Render Pipeline
The API and injection points the pipeline provides, or you can modify the publicly available source codeEasier to extend than the Built-In Render Pipeline, but more difficult than URP because HDRP is complex and has advanced features
The API and injection points the pipeline provides Customization through artist tooling Shader Graph, which you can use to customize shading, materials, and screen space effectsBuilt-in Particle System, which you can use to customize visual effects.Limited customization
VFX Graph, which you can use to design visual effects, from simple common particle behaviors to complex simulations running on the GPU.
Shader Graph, which you can use to customize shading, materials, and screen space effectsBuilt-in Particle System, which you can use to customize visual effects. Limited customization
VFX Graph, which you can use to design visual effects, from simple common particle behaviors to complex simulations running on the GPU.
Shader Graph, which you can use to customize shading, materials, and screen space effectsShader Graph doesnât receive updates for Built-In Render Pipeline support, aside from bug fixes for existing features
Built-in Particle System, which you can use to customize visual effects. Limited customization
Customization through hand-coded shaders HLSL shaders, and URP shaders in the source code that you can customize HLSL shaders, and HDRP shaders in the source code that you can customizeHand-coded shaders are recommended for advanced users only, because HDRP shaders are complex and have advanced features
HLSL shaders and surface shaders Lighting Designed for both realistic and stylized lightingBasic PBR, and some advanced PBR such as clear coat
Easier to customize for custom lighting models such as cel shading
Focuses on photorealism and physically accurate lighting with built-in support for physical light unitsBasic and advanced PBR. For example clear coat, skin, hair, eyes, subsurface scattering and water
Advanced screen space and volumetric effects
Harder to customize for custom lighting models such as cel shading
Designed for both realistic and stylized lightingBasic physically-based rendering (PBR)
Easier to customize for custom lighting models such as cel shading
Performance Supports static batching and dynamic batchingAdvanced draw call batching with the Scriptable Render Pipeline (SRP) Batcher
Compatible with the BatchRenderer Group API, and Entities
Supports static batchingAdvanced draw call batching with the Scriptable Render Pipeline (SRP) Batcher
Compatible with the BatchRenderer Group API, and Entities
Supports static batching and dynamic batchingRetroSearch is an open source project built by @garambo | Open a GitHub Issue
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